Techniques for controlling game event influence and/or outcome in multi-player gaming environments

ABSTRACT

Various aspects described or referenced herein are directed to different methods, systems, and computer program products for facilitating and/or enabling user controllable granularity in multi-player gaming environments for enabling a user (e.g., Target Player) to selectively allow/prevent game event influence/outcome by other players and/or groups of players participating in a multi-player game. At least a portion of the game event influence/outcome techniques disclosed herein may be operable to provide event influence/outcome functionality for facilitating user controllable granularity in multi-player gaming environments for enabling individual players of that game to granularly and selectively control the degree and/or type of influence other players of the game may have on game event outcomes relating to the game being played by that individual player.

RELATED APPLICATION DATA

This application is a continuation application, pursuant to theprovisions of 35 U.S.C. §120, of prior U.S. patent application Ser. No.13/535,349 (Attorney Docket No. 3GSTP002) titled “TECHNIQUES FORCONTROLLING GAME EVENT INFLUENCE AND/OR OUTCOME IN MULTI-PLAYER GAMINGENVIRONMENTS” naming Kosta, as inventor, and filed 27 Jun. 2012, whichclaims priority to U.S. Provisional Application Ser. No. 61/504,141(Attorney Docket No. 3GSTP001P), titled “USER BEHAVIOR, SIMULATION ANDGAMING TECHNIQUES”, naming Kosta et al, as inventors, and filed 1 Jul.2011. Each of these applications is incorporated herein by reference inits entirety and for all purposes.

BACKGROUND

The present disclosure relates to multi-player gaming environments. Moreparticularly, the present disclosure relates to techniques forcontrolling game event influence and/or outcome in multi-player gamingenvironments.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 illustrates a simplified block diagram of a specific exampleembodiment of a portion of a Computer Network 100.

FIG. 2 is a simplified block diagram of an exemplary gaming machine 200in accordance with a specific embodiment.

FIG. 3 shows a diagrammatic representation of machine in the exemplaryform of a client (or end user) computer system 300.

FIG. 4 is a simplified block diagram of an exemplary Mobile Device 400in accordance with a specific embodiment.

FIG. 5 illustrates an example embodiment of a Server System 580 whichmay be used for implementing various aspects/features described herein.

FIG. 6 illustrates an example of a functional block diagram of a ServerSystem 600 in accordance with a specific embodiment.

FIGS. 7-9 provide examples game event influence/outcome data (andrelated data records) which may be used for facilitating, enabling;initiating, and/or performing one or more game event influence/outcomeoperation(s), action(s), and/or feature(s) described and/or referencedherein.

FIG. 10 shows an example of a Game Event Outcome Influence Procedure1000 in accordance with a specific embodiment.

DETAILED DESCRIPTION OF EXAMPLE EMBODIMENTS Overview

Various aspects described or referenced herein are directed to differentmethods, systems, and computer program products for facilitating and/orenabling user controllable granularity in multi-player gamingenvironments for enabling a user (e.g., Target Player) to selectivelyallow/prevent game event influence/outcome by other players and/orgroups of players participating in a multi-player game. At least aportion of the game event influence/outcome techniques disclosed hereinmay be operable to provide event influence/outcome functionality forfacilitating user controllable granularity in multi-player gamingenvironments for enabling individual players of that game to granularlyand selectively control the degree and/or type of influence otherplayers of the game may have on game event outcomes relating to the gamebeing played by that individual player.

A first aspect is directed to different methods, systems, and computerprogram products for operating a gaming system. According to differentembodiments, the gaming system may be operable to facilitate, enable,initiate, and/or perform one or more of the following operation(s),action(s), and/or feature(s) (or combinations thereof): enable a firstplayer to participate in a first gaming session which is controlled bythe gaming system; enable the first player to selectively customize alevel or degree of influence that a first group of selected otherplayers has over outcomes of a first set of game-related events andactivities relating to the first gaming session; enable the first playerto selectively identify the first group of selected other players;enable the first player to selectively identify the first set ofgame-related events and activities; enable the first player toselectively customize a level or degree of influence that a second groupof selected other players has over outcomes of a second set ofgame-related events and activities relating to the first gaming session;enable the first player to selectively customize a level or degree ofinfluence that a first group of selected other players has over outcomesof a first set of game-related events and activities relating to thefirst gaming session by designating that the first group of selectedother players is permitted to influence the outcomes of the first set ofgame-related events and activities relating to the first gaming session;enable the first player to selectively customize a level or degree ofinfluence that a first group of selected other players has over outcomesof a first set of game-related events and activities relating to thefirst gaming session by designating that the first group of selectedother players is permitted to only influence the outcomes of the firstset of game-related events and activities relating to the first gamingsession; enable the first player to selectively define at least aportion of the first set of game-related events and activities; enablethe first player to selectively customize a level or degree of influencethat a first group of selected other players has over outcomes of afirst set of game-related events and activities relating to the firstgaming session by designating that the first group of selected otherplayers is not permitted to influence the outcomes of the first set ofgame-related events and activities relating to the first gaming session;enable the first player to selectively customize a level or degree ofinfluence that a first group of selected other players has over outcomesof a first set of game-related events and activities relating to thefirst gaming session by designating that the first group of selectedother players is only permitted to positively influence the outcomes ofthe first set of game-related events and activities relating to thefirst gaming session; enable the first player to selectively customize alevel or degree of influence that a first group of selected otherplayers has over outcomes of a first set of game-related events andactivities relating to the first gaming session by designating that thefirst group of selected other players is prohibited from negativelyinfluencing the outcomes of the first set of game-related events andactivities relating to the first gaming session; enable the first playerto selectively customize a level or degree of influence that a firstgroup of selected other players has over outcomes of a first set ofgame-related events and activities relating to the first gaming sessionby designating that the first group of selected other players is onlypermitted to negatively influence the outcomes of the first set ofgame-related events and activities relating to the first gaming session.

In at least one embodiment, the groups of selected other players may beselected from various different sets of groups, such as, for example,one or more of the following (or combinations thereof): a groupcomprising friends of the first player; a group comprising friends offriends of the first player (FOF); a group comprising friends of FOF; agroup comprising strangers; a group comprising at least one other playeridentified by the first player; a group comprising at least one otherplayer which match specific selection criteria.

In at least one embodiment, sets of game-related events and activitiesmay be selected from one or more different sets of groups, such as, forexample, one or more of the following (or combinations thereof): eventsor activities relating to the awarding of and/or loss of game points;events or activities relating to the awarding of and/or loss ofgame-related life/health points; events or activities relating to theawarding of and/or loss of game-related bonuses; events or activitiesrelating to the awarding of and/or loss of real and/or virtual currency;events or activities relating to the awarding of, loss of, and/orpossession of game-related virtual objects; events or activitiesrelating to the awarding of and/or loss of game-related rank and/orstatus; events or activities relating to the awarding of, loss of,and/or possession of game-related virtual real estate; events oractivities relating to the reconfiguration, improvement and/oralteration of game-related characters, object, assets or real-estate;events or activities relating to the awarding of, loss of, possessionof, and/or access to game-related character attributes; events oractivities relating to the awarding of, loss of, possession of, and/oraccess to specialized game-related powers or abilities.

A second aspect is directed to different methods, systems, and computerprogram products for operating a gaming system. According to differentembodiments, the gaming system may be operable to facilitate, enable,initiate, and/or perform one or more of the following operation(s),action(s), and/or feature(s) (or combinations thereof): identify a firstplayer participating in a first gaming session relating to amulti-player game; detect a first game-related event affecting the firstplayer's gaming session for which a plurality of outcomes is possible;identify the first game-related event as being associated with a firstset of game-related events; identify at least one other player involvedin the first game-related event, including a first other player;determine a first set of player outcome influence criteria associatedwith the first other player, wherein the first set of player outcomeinfluence criteria includes information relating to a level or degree ofinfluence that the first other player has over an outcome of the firstgame-related event; dynamically determine, using at least a portion ofthe first set of player outcome influence criteria associated with thefirst other player, the outcome of the first game-related event;dynamically determine a first outcome of the first game-related event inresponse to determining that the first other player is permitted toinfluence the outcome of the first game-related event; dynamicallydetermine a second outcome of the first game-related event in responseto determining that the first other player is not permitted to influencethe outcome of the first game-related event; identify a second otherplayer involved in the first game-related event; determine a second setof player outcome influence criteria associated with the second otherplayer, wherein the second set of player outcome influence criteriaincludes information relating to a second level or degree of influencethat the second other player has over an outcome of the firstgame-related event; dynamically determine, using at least a portion ofthe second set of player outcome influence criteria associated with thesecond other player, that the second other player is not permitted toinfluence the outcome of the first game-related event; dynamicallydetermine, using at least a portion of the first set of player outcomeinfluence criteria associated with the first other player and using atleast a portion of the second set of player outcome influence criteriaassociated with the second other player, the outcome of the firstgame-related event.

Various objects, features and advantages of the various aspectsdescribed or referenced herein will become apparent from the followingdescriptions of its example embodiments, which descriptions should betaken in conjunction with the accompanying drawings.

Specific Example Embodiments

Various techniques will now be described in detail with reference to afew example embodiments thereof as illustrated in the accompanyingdrawings. In the following description, numerous specific details areset forth in order to provide a thorough understanding of one or moreaspects and/or features described or reference herein. It will beapparent, however, to one skilled in the art, that one or more aspectsand/or features described or reference herein may be practiced withoutsome or all of these specific details. In other instances, well knownprocess steps and/or structures have not been described in detail inorder to not obscure some of the aspects and/or features described orreference herein.

One or more different inventions may be described in the presentapplication. Further, for one or more of the invention(s) describedherein, numerous embodiments may be described in this patentapplication, and are presented for illustrative purposes only. Thedescribed embodiments are not intended to be limiting in any sense. Oneor more of the invention(s) may be widely applicable to numerousembodiments, as is readily apparent from the disclosure. Theseembodiments are described in sufficient detail to enable those skilledin the art to practice one or more of the invention(s), and it is to beunderstood that other embodiments may be utilized and that structural,logical, software, electrical and other changes may be made withoutdeparting from the scope of the one or more of the invention(s).Accordingly, those skilled in the art will recognize that the one ormore of the invention(s) may be practiced with various modifications andalterations. Particular features of one or more of the invention(s) maybe described with reference to one or more particular embodiments orfigures that form a part of the present disclosure, and in which areshown, by way of illustration, specific embodiments of one or more ofthe invention(s). It should be understood, however, that such featuresare not limited to usage in the one or more particular embodiments orfigures with reference to which they are described. The presentdisclosure is neither a literal description of all embodiments of one ormore of the invention(s) nor a listing of features of one or more of theinvention(s) that must be present in all embodiments.

Headings of sections provided in this patent application and the titleof this patent application are for convenience only, and are not to betaken as limiting the disclosure in any way.

Devices that are in communication with each other need not be incontinuous communication with each other, unless expressly specifiedotherwise. In addition, devices that are in communication with eachother may communicate directly or indirectly through one or moreintermediaries.

A description of an embodiment with several components in communicationwith each other does not imply that all such components are required. Tothe contrary, a variety of optional components are described toillustrate the wide variety of possible embodiments of one or more ofthe invention(s).

Further, although process steps, method steps, algorithms or the likemay be described in a sequential order, such processes, methods andalgorithms may be configured to work in alternate orders. In otherwords, any sequence or order of steps that may be described in thispatent application does not, in and of itself, indicate a requirementthat the steps be performed in that order. The steps of describedprocesses may be performed in any order practical. Further, some stepsmay be performed simultaneously despite being described or implied asoccurring non-simultaneously (e.g., because one step is described afterthe other step). Moreover, the illustration of a process by itsdepiction in a drawing does not imply that the illustrated process isexclusive of other variations and modifications thereto, does not implythat the illustrated process or any of its steps are necessary to one ormore of the invention(s), and does not imply that the illustratedprocess is preferred.

When a single device or article is described, it will be readilyapparent that more than one device/article (whether or not theycooperate) may be used in place of a single device/article. Similarly,where more than one device or article is described (whether or not theycooperate), it will be readily apparent that a single device/article maybe used in place of the more than one device or article.

The functionality and/or the features of a device may be alternativelyembodied by one or more other devices that are not explicitly describedas having such functionality/features. Thus, other embodiments of one ormore of the invention(s) need not include the device itself.

Techniques and mechanisms described or reference herein will sometimesbe described in singular form for clarity. However, it should be notedthat particular embodiments include multiple iterations of a techniqueor multiple instantiations of a mechanism unless noted otherwise.

Various aspects described or referenced herein are directed to differentmethods, systems, and computer program products for facilitating usercontrollable granularity in multi-player gaming environments forenabling a user (herein “Target Player”) to selectively allow/preventgame event influence/outcome by other players and/or groups of playersparticipating in a multi-player game. Various examples of multi-playergames and/or multi-player gaming environments may include, but are notlimited to, one or more of the following (or combinations thereof):

-   -   internet-based multi-player online (MMO) games such as, for        example, World of Warcraft™ (www.worldofwarcraft.com), The Sims        Online™ (www.thesims.com), etc.    -   multi-player games accessible via consumer-type game consoles        such as Microsoft XBOX™, Sony Playstation™, Nintendo WII™, etc.    -   multi-player wager-based games accessible via one or more casino        gaming networks and/or other types of gaming networks;    -   and/or other types of multi-player games which may be accessible        to users/players via one or more other types of systems and/or        networks.

According to different embodiments, one or more multi-player type gamesmay be configured or designed to include event influence/outcomefunctionality for enabling one or more of the game eventinfluence/outcome features and/or aspects described herein. For example,in one embodiment, the MMO game World of Warcraft™ may be configured ordesigned to include event influence/outcome functionality forfacilitating user controllable granularity in multi-player gamingenvironments for enabling individual players of that game (e.g., PlayerA) to granularly and selectively control the degree and/or type ofinfluence other players of the game may have on game event outcomesrelating to the game being played by that individual player (Player A).

For example, according to different embodiments, one or moremulti-player type games may be configured or designed to include eventinfluence/outcome functionality for facilitating, enabling; initiating,and/or performing one or more of the following operation(s), action(s),and/or feature(s) (or combinations thereof):

-   -   Functionality for enabling a user to customize properties of        his/her gaming experience by allowing selected players and/or        selected groups of players (e.g., friends of the user, friends        of friends, etc.) to influence or affect the outcome of events        which occur within the user's game play.    -   Functionality for enabling a user to customize properties of        his/her gaming experience by NOT allowing selected players        and/or selected groups of players (e.g., strangers) to influence        or affect the outcome of events which occur within the user's        game play.    -   Functionality for enabling a user to customize properties of        his/her gaming experience by allowing selected players and/or        selected groups of players to positively and/or negatively        influence or affect the outcome of events which occur within the        user's game play.    -   Functionality for enabling a user to customize properties of        his/her gaming experience by allowing selected players and/or        selected groups of players to only view game play        events/activities without affecting or influencing outcomes in        the user's game.    -   Functionality for enabling a user to customize properties of        his/her gaming experience by preventing selected players and/or        selected groups of players from positively and/or negatively        influencing or affect the outcome of events which occur within        the user's game play.

According to different embodiments, various examples of differentrelationship types and/or player group types which may be separatelyand/or selectively identified (e.g., by a user for defining one or moresets of game influence rules/criteria) may include, but are not limitedto, one or more of the following (or combinations thereof):

-   -   Friends of user/player    -   Friends of friends (FOF)    -   Friend of FOF    -   Strangers    -   User defined group(s) (e.g., Family, Relatives, Classmates,        etc.)    -   Social group(s) (e.g., Facebook friends)    -   Player's matching specific criteria (e.g., set by sponsor of        game and/or Target Player)    -   Player profile criteria (e.g., only want to have women 25-40        influence my game)    -   Affiliation-based group(s)    -   Geolocation-based group(s)    -   and/or other types of groups of persons which may be defined        based on one or more sets of user-defined criteria.

According to different embodiments, various examples of different typesof game play influence rules/criteria (e.g., which may be selectivelyapplied by a user towards one or more selected players/groups) mayinclude, but are not limited to, one or more of the following (orcombinations thereof):

-   -   Allow selected player(s)/group of players to influence Target        Player's game both positively and negatively    -   Allow selected player(s)/group of players to only positively        influence Target Player's game    -   Allow selected player(s)/group of players to only negatively        influence Target Player's game    -   Allow selected player(s)/group of players to influence only        specifically designated event(s)/activities of the Target        Player's game. In at least one embodiment, at least a portion of        the specifically designated event(s)/activities may be        determined by the user/Target Player. Examples of such        specifically designated event(s)/activities may include, but are        not limited to, one or more of the following (or combinations        thereof):        -   events/activities relating to the awarding of (and/or loss            of) of game points;        -   events/activities relating to the awarding of (and/or loss            of) of life/health points;        -   events/activities relating to the awarding of (and/or loss            of) in-game bonuses;        -   events/activities relating to the awarding of (and/or loss            of) real and/or virtual currency;        -   events/activities relating to the awarding of, loss of,            and/or possession of in-game virtual objects (e.g.,            treasures, weapons, tokens, vehicles, maps, devices, etc.);        -   events/activities relating to the awarding of (and/or loss            of) in-game rank and/or status;        -   events/activities relating to the awarding of, loss of,            and/or possession of in-game real estate;        -   events/activities relating to the reconfiguration,            improvement and/or alteration of in-game characters, object,            assets or real-estate.        -   events/activities relating to the awarding of, loss of,            possession of, and/or access to character attributes and/or            abilities (e.g., size, strength, appearance, speed,            intelligence, skills, etc.);        -   events/activities relating to the awarding of, loss of,            possession of, and/or access to specialized powers and/or            abilities (e.g., ability to fly, super-strength,            invisibility, etc.);    -   Allow selected player(s)/group of players only view gaming        activities of Target Player without being allowed to influence        Target Player's game.    -   Allow Target Player to view/participate in game play activities        with other selected player(s)/groups of player(s) without        ability influence.    -   Allow Target Player to view/participate in game play activities        with other selected player(s)/groups of player(s) with ability        to influence.    -   Target Player may view other selected player(s)/groups in game        although they may not influence the outcome of each other's        games.    -   and/or other types of influence rules/criteria which may be        selectively applied by a user towards one or more selected        players/groups.

In at least one embodiment, the negative influencing of game play eventsmay include, but is not limited to events and/or activities in which theoutcome is harmful to and/or detrimental to the Target Player. In atleast one embodiment, the positive influencing of game play events mayinclude, but is not limited to, events and/or activities in which theoutcome is beneficial to and/or advantageous to the Target Player.

According to different embodiments, examples of different types of gameplay events and/or activities which user/Target Player may customizewith respect to the ability for other players/groups to influenceoutcomes may include, but are not limited to, one or more of thefollowing (or combinations thereof):

-   -   competitive events (e.g., battles, matches, and/or other events        in which Target Player and other player(s) are opponents, etc.);    -   random events (e.g., stumbling on hidden treasures, objects,        etc.);    -   cooperative events (e.g., events in which Target Player and        other player(s) are on same time or work cooperatively);    -   turn-based or gameplay which takes place while disconnected from        the game servers;    -   acquisition/collection of game related objects, tokens, etc.;    -   completion of tasks;    -   and/or other types of game-related event(s)/activities described        and/or referenced herein.

For example, in one embodiment, a user (Target Player) may choose toallow his online friends (e.g., Facebook friends) to influence theTarget Player's game play events/outcomes both positively and negatively(e.g., from the perspective of Target Player). In one embodiment, theTarget Player may choose to allow friends of friends (FOF) to onlypositively influence (but not negatively influence) the Target Player'sgame play events/outcomes (from the perspective of the Target Player).

In at least one embodiment, a change of friendship status (and/or changeof group status/affiliation) for a given player may trigger automaticmodification of that player's ability to influence outcomes in otherplayers' games.

Example Scenarios Illustrating Game Event Influence/Outcome Aspects

Various features, benefits, and advantages of the game eventinfluence/outcome techniques disclosed herein will now be described byway of examples with reference to FIGS. 7-10 of the drawings.

FIGS. 7-9 provide examples game event influence/outcome data (andrelated data records) which may be used for facilitating, enabling;initiating, and/or performing one or more game event influence/outcomeoperation(s), action(s), and/or feature(s) described and/or referencedherein.

In the specific example of FIGS. 7-9, it is assumed that five players(Player A-Player E) are participating in a multi-player game, and thatthe relationships among the various players A-E are reflected in Table700 of FIG. 7. In at least one embodiment, a first portion of the playerrelationship data may be obtained and/or acquired from one or moredatabase sources (e.g., such as, for example, Facebook user relationshipdatabases, gaming server user databases, etc.), and a second portion ofthe player relationship data may be automatically and/or dynamicallydetermined (and/or derived) using the first portion of known/existingplayer relationship data. In at least one embodiment, any missingrelationship data between or among the identified players (e.g., inTable 700, FIG. 7) may be automatically and/or dynamically determined(e.g., by a gaming server system such as that illustrated in FIG. 6)based on known or available information describing existingrelationships between/among the various players. In at least oneembodiment, the dynamically determined player relationship data may beused to automatically populate at least a portion of the missingrelationship data between or among the identified players.

For example, as illustrated in the example embodiment of FIG. 7, it isassumed that a first portion of the displayed relationship dataindicated by an accompanying “*” (e.g., “SELF*”, “FRIEND*”, “FOF*”,etc.) player relationship data which has been obtained and/or acquiredfrom one or more database sources, and that a second portion of thedisplayed relationship data (e.g., which is not indicated by anaccompanying “*”) represents player relationship data which has beenautomatically and/or dynamically determined (and/or derived) using thefirst portion of known/existing player relationship data. Thus, forexample, if it is known that Player A and Player B are friends, and itis also known that Player B and Player C are friends, then it can bedynamically determined that the relationship between Player A and PlayerC is “Friend of Friend” (FOF). In at least one embodiment, a “Stranger”relationship type may be used to characterize any other types ofrelationships which are not FRIEND or FOF.

FIG. 8 shows an example embodiment illustrating how a user (TargetPlayer) may customize the level or degree of game event influence othertypes of players may have on outcomes of the Target Player's game. Forexample, as illustrated in the example embodiment of FIG. 8, it isassumed that the Target Player has specified the following playerinfluence rules/criteria:

-   -   (803) other game players who are identified as having a “FRIEND”        relationship to the Target Player may influence the Target        Player's game play event outcomes both positively and        negatively.    -   (805) other game players who are identified as having a “FOF”        relationship to the Target Player may only have a positive        influence the Target Player's game play event outcomes.    -   (807) other game players who are identified as having a        “Stranger” relationship to the Target Player may not influence        the Target Player's game play event outcomes either positively        or negatively.

It will be appreciated that, in other embodiments (not shown), othertypes of game play influence rules/criteria (e.g., such as thosedescribed and/or referenced herein) may be selectively defined andapplied by a given user/Target towards one or more selectedplayers/groups.

FIG. 9 shows an example embodiment of a portion of a Player InfluenceMatrix 900, illustrating (in this particular example) the level ordegree of influence that each Player B-Player E may have over theoutcomes of Player A's (Target Player) game play events/activities. Inthe specific example embodiment of FIG. 9, it is assumed that the playerinfluence rules/criteria defined in the Player Influence Matrix 900, wasgenerated and/or determined using the Player Relationship Information(e.g., of FIG. 7) and the Player Relationship-Influence rules (e.g., ofFIG. 8).

Thus, for example, as illustrated in the example embodiment of FIG. 9:

-   -   Player B (who has been identified as having a “FRIEND”        relationship to Player A) may influence the outcomes of Player        A's (Target Player's) game play events/activities both        positively and negatively.    -   Player C (who has been identified as having an “FOF”        relationship to Player A) may only have a positive influence the        outcomes of Player A's (Target Player's) game play        events/activities.    -   Player D (who has been identified as having a “Stranger”        relationship to Player A) may not influence the outcomes of        Player A's (Target Player's) game play events/activities either        positively or negatively.

Example Game Play Scenario Illustrating Game Event Influence/OutcomeFunctionality

An example game play scenario illustrating aspects of the game eventinfluence/outcome functionality disclosed herein will now be describedby way of example with reference to FIGS. 7-9 of the drawings. In thisexample, it is assumed that Player A comes across a treasure chest inhis/her gaming experience. Player B (a “FRIEND” to Player A) and PlayerD (a “Stranger” to Player A) also arrive at the treasure chest at aboutthe same time as Player A. In this example, it is assumed that Player Dopens the treasure chest ahead of Player A and Player B, and takes thetreasure. Accordingly, in Player D's gaming session (and as shown onPlayer D's screen), Player D is now shown to be in possession of thetreasure. However, in at least one embodiment, the outcome of this eventin Player A's gaming session and Player B's gaming session may bedifferent than that of Player D.

For example, in at least one embodiment, the gaming server hosting themulti-player gaming session for Player A may automatically and/ordynamically identify (e.g., in real-time) Player D as having a“Stranger” relationship to Player A, and/or may automatically and/ordynamically determine (e.g., in real-time) that Player D may notinfluence the outcomes of Player A's (Target Player's) game playevents/activities either positively or negatively. Accordingly, in atleast one embodiment, in Player A's gaming session (and as shown onPlayer A's screen), the treasure chest may be displayed as not yethaving been opened, and the treasure housed therein may still be up forgrabs (e.g., by Player A or Player B).

Similarly, the gaming server hosting the multi-player gaming session forPlayer B may automatically and/or dynamically identify (e.g., inreal-time) Player D as having a “FOF” relationship to Player B, and/ormay automatically and/or dynamically determine (e.g., in real-time) thatPlayer D may only have a positive influence the outcomes of Player B'sgame play events/activities. Accordingly, in at least one embodiment,since the taking of a treasure by Player D may represent a negativeoutcome from the perspective of Player B's gaming session, in Player B'sgaming session (and as shown on Player B's screen), the treasure chestmay be displayed as not yet having been opened, and the treasure housedtherein may still be up for grabs (e.g., by Player A or Player B).

If, in this particular example, it is then assumed that Player B opensthe chest and removes the treasure, the gaming server hosting themulti-player gaming session for Player A may automatically and/ordynamically determine (e.g., by referencing the Player Influence Matrixdata of FIG. 9) that Player B may influence the outcomes of Player A's(Target Player's) game play events/activities both positively andnegatively. Accordingly, in Player A's gaming session and Player B'sgaming session, it may show Player B opening up the treasure chest andtaking possession of the treasure inside the chest. However, in at leastone embodiment, Player B's actions of opening up the treasure chest andtaking the treasure they not be presented in Player D's gaming sessionsince Player D had already opened up the treasure chest and takenpossession of the treasure in his gaming session.

In at least one alternate embodiment (not shown) in which Player Aallows other “Stranger” players to negatively affect game play outcomesof Player A's gaming session, and in which Player B does not allowsother FOF players to negatively affect game play outcomes of Player B'sgaming session, in Player B's gaming session (and as shown on Player B'sscreen), the treasure chest may be displayed as not yet having beenopened, and the treasure housed therein may still be up for grabs,whereas, in Player A's gaming session (and as shown on Player B'sscreen), the game may show Player D opening up the treasure chest andtaking possession of the treasure inside the chest.

FIG. 10 shows an example of a Game Event Outcome Influence Procedure1000 in accordance with a specific embodiment. As illustrated in theexample embodiment of FIG. 10, the Game Event Outcome InfluenceProcedure 1000 may be operable to facilitate, initiate and/or performone or more of the game event influence/outcome function(s), feature(s),and/or operations described and/or referenced herein.

According to different embodiments, at least a portion of the varioustypes of functions, operations, actions, and/or other features providedby the Game Event Outcome Influence Procedure may be implemented at oneor more client systems(s), at one or more server systems (s), and/orcombinations thereof.

In at least one embodiment, the Game Event Outcome Influence Proceduremay be operable to utilize and/or generate various different types ofdata and/or other types of information when performing specific tasksand/or operations. This may include, for example, input data/informationand/or output data/information. For example, in at least one embodiment,the Game Event Outcome Influence Procedure may be operable to access,process, and/or otherwise utilize information from one or more differenttypes of sources, such as, for example, one or more local and/or remotememories, devices and/or systems. Additionally, in at least oneembodiment, the Game Event Outcome Influence Procedure may be operableto generate one or more different types of output data/information,which, for example, may be stored in memory of one or more local and/orremote devices and/or systems. Examples of different types of inputdata/information and/or output data/information which may be accessedand/or utilized by the Game Event Outcome Influence Procedure mayinclude, but are not limited to, one or more of those described and/orreferenced herein.

In at least one embodiment, a given instance of the Game Event OutcomeInfluence Procedure may access and/or utilize information from one ormore associated databases. In at least one embodiment, at least aportion of the database information may be accessed via communicationwith one or more local and/or remote memory devices. Examples ofdifferent types of data which may be accessed by the Game Event OutcomeInfluence Procedure may include, but are not limited to, one or more ofthose described and/or referenced herein.

According to specific embodiments, multiple instances or threads of theGame Event Outcome Influence Procedure may be concurrently implementedand/or initiated via the use of one or more processors and/or othercombinations of hardware and/or hardware and software. For example, inat least some embodiments, various aspects, features, and/orfunctionalities of the Game Event Outcome Influence Procedure may beperformed, implemented and/or initiated by one or more of the varioussystems, components, systems, devices, procedures, processes, etc.,described and/or referenced herein.

According to different embodiments, one or more different threads orinstances of the Game Event Outcome Influence Procedure may be initiatedin response to detection of one or more conditions or events satisfyingone or more different types of minimum threshold criteria for triggeringinitiation of at least one instance of the Game Event Outcome InfluenceProcedure. Various examples of conditions or events which may triggerinitiation and/or implementation of one or more different threads orinstances of the Game Event Outcome Influence Procedure may include, butare not limited to, one or more of those described and/or referencedherein.

According to different embodiments, one or more different threads orinstances of the Game Event Outcome Influence Procedure may be initiatedand/or implemented manually, automatically, statically, dynamically,concurrently, and/or combinations thereof. Additionally, differentinstances and/or embodiments of the Game Event Outcome InfluenceProcedure may be initiated at one or more different time intervals(e.g., during a specific time interval, at regular periodic intervals,at irregular periodic intervals, upon demand, etc.).

In at least one embodiment, initial configuration of a given instance ofthe Game Event Outcome Influence Procedure may be performed using one ormore different types of initialization parameters. In at least oneembodiment, at least a portion of the initialization parameters may beaccessed via communication with one or more local and/or remote memorydevices. In at least one embodiment, at least a portion of theinitialization parameters provided to an instance of the Game EventOutcome Influence Procedure may correspond to and/or may be derived fromthe input data/information.

For purposes of illustration, the Game Event Outcome Influence Procedureof FIG. 10 will now be described by way of example with reference toFIGS. 7-9 of the drawings. In at least one embodiment, separate threadsor instances of the Game Event Outcome Influence Procedure may be inconcurrently implemented and/or initiated for different gaming sessionsassociated with different players in the multi-player game. In thespecific example embodiment of FIG. 10 it is assumed that multipleplayers (e.g., Player A-Player E) are participating in a multi-playergame, and that the Game Event Outcome Influence Procedure has beenconfigured or designed to facilitate management of event outcomes forthe gaming session associated with Player A.

As shown at 1002, it is assumed that a multi-person game play sessionhas been initiated for Player A using game event influence rules, dataand/or criteria (e.g., as illustrated in FIGS. 7-9). In at least oneembodiment, when a game play event has been detected (1004) for which avariable outcome is possible, the classification of the detected gameplay event type may be determined (1006). For example, in at least oneembodiment, the classification of event type may be determined basedupon whether or not the resulting outcome of the event is considered tobe positive (e.g., where the outcome is beneficial to and/oradvantageous to Player A), negative (e.g., where the outcome is harmfulto and/or detrimental to Player A), or neutral from the perspective ofPlayer A. Thus, for example, in one embodiment, the classification ofevent type may be determined to be either positive, negative, orneutral.

As shown at 1008, other player(s) who may be involved in the outcome ofthe detected game play event may be identified. In at least oneembodiment, a respective relationship type may be identified betweenPlayer A and each of the other identified players (involved in theoutcome of the detected game play event). In at least one embodiment,respective Player Influence rules may be determined (1010) for each (orselected) other player(s) involved in game play outcome event. In atleast one embodiment, the Player Influence rules may be determined usingthe Player Influence Matrix data of FIG. 9.

As shown at 1012, using information relating to the game play event typeand Player Influence rules, the outcome of the detected game play eventfor Player A's gaming session is determined, and implemented (1014) inPlayer A's gaming session.

Thereafter, the Player A's gaming session may continue, and the GameEvent Outcome Influence Procedure may await detection of a next gameplay event in Player A's gaming session.

FIG. 1 illustrates a simplified block diagram of a specific exampleembodiment of a portion of a Gaming Network 100. As described in greaterdetail herein, different embodiments of computer networks may beconfigured, designed, and/or operable to provide various different typesof operations, functionalities, and/or features generally relating togame event influence/outcome technology. Further, as described ingreater detail herein, many of the various operations, functionalities,and/or features of the Gaming Network(s) disclosed herein may providemay enable or provide different types of advantages and/or benefits todifferent entities interacting with the Gaming Network(s).

According to different embodiments, the Gaming Network 100 may include aplurality of different types of components, devices, modules, processes,systems, etc., which, for example, may be implemented and/orinstantiated via the use of hardware and/or combinations of hardware andsoftware. For example, as illustrated in the example embodiment of FIG.1, the Gaming Network 100 may include one or more of the following typesof systems, components, devices, processes, etc. (or combinationsthereof):

-   -   Server System(s) 120—In at least one embodiment, the Server        System(s) may be operable to perform and/or implement various        types of functions, operations, actions, and/or other features        such as those described or referenced herein (e.g., such as        those illustrated and/or described with respect to FIG. 6). In        at least one embodiment, Server System 120 may be configured or        designed to include Multi-Player Game Event Influence/Outcome        Component(s) 194 for providing functionality relating to one or        more of the game event influence/outcome aspects disclosed        herein.    -   Publisher/Content Provider System component(s) 140    -   Client Computer System (s) 130    -   3^(rd) Party System(s) 150    -   Internet & Cellular Network(s) 110    -   Remote Database System(s) 180    -   Remote Server System(s)/Service(s) 170, which, for example, may        include, but are not limited to, one or more of the following        (or combinations thereof):        -   Content provider servers/services        -   Media Streaming servers/services        -   Database storage/access/query servers/services        -   Financial transaction servers/services        -   Payment gateway servers/services        -   Electronic commerce servers/services        -   Event management/scheduling servers/services        -   Etc.    -   Mobile Device(s) 160, which, for example, may include, but are        not limited to, one or more of the following (or combinations        thereof): gaming machines, vending machines, televisions,        kiosks, consumer devices, smart phones, video game consoles,        personal computer systems, electronic display systems, etc. In        at least one embodiment, the Mobile Device(s) may be operable to        perform and/or implement various types of functions, operations,        actions, and/or other features such as those described or        referenced herein (e.g., such as those illustrated and/or        described with respect to FIG. 4).    -   etc.

In at least one embodiment, a Mobile Device may be operable to detectgross motion or gross movement of a user. For example, in oneembodiment, a Mobile Device may include motion detection component(s)which may be operable to detect gross motion or gross movement of auser's body and/or appendages such as, for example, hands, fingers,arms, head, etc.

According to different embodiments, at least some Gaming Network(s) maybe configured, designed, and/or operable to provide a number ofdifferent advantages and/or benefits and/or may be operable to initiate,and/or enable various different types of operations, functionalities,and/or features, such as, for example, one or more of those described orreferenced herein.

According to different embodiments, at least a portion of the varioustypes of functions, operations, actions, and/or other features providedby the Gaming Network 100 may be implemented at one or more clientsystems(s), at one or more server systems (s), and/or combinationsthereof.

According to different embodiments, the Gaming Network may be operableto utilize and/or generate various different types of data and/or othertypes of information when performing specific tasks and/or operations.This may include, for example, input data/information and/or outputdata/information. For example, in at least one embodiment, the GamingNetwork may be operable to access, process, and/or otherwise utilizeinformation from one or more different types of sources, such as, forexample, one or more local and/or remote memories, devices and/orsystems. Additionally, in at least one embodiment, the Gaming Networkmay be operable to generate one or more different types of outputdata/information, which, for example, may be stored in memory of one ormore local and/or remote devices and/or systems. Examples of differenttypes of input data/information and/or output data/information which maybe accessed and/or utilized by the Gaming Network may include, but arenot limited to, one or more of those described and/or referenced herein.

According to specific embodiments, multiple instances or threads of theGaming Network may be concurrently implemented and/or initiated via theuse of one or more processors and/or other combinations of hardwareand/or hardware and software. For example, in at least some embodiments,various aspects, features, and/or functionalities of the Gaming Networkmay be performed, implemented and/or initiated by one or more of thevarious systems, components, systems, devices, procedures, processes,etc., described and/or referenced herein.

In at least one embodiment, a given instance of the Gaming Network mayaccess and/or utilize information from one or more associated databases.In at least one embodiment, at least a portion of the databaseinformation may be accessed via communication with one or more localand/or remote memory devices. Examples of different types of data whichmay be accessed by the Gaming Network may include, but are not limitedto, one or more of those described and/or referenced herein.

According to different embodiments, one or more different threads orinstances of the Gaming Network may be initiated in response todetection of one or more conditions or events satisfying one or moredifferent types of minimum threshold criteria for triggering initiationof at least one instance of the Gaming Network. Various examples ofconditions or events which may trigger initiation and/or implementationof one or more different threads or instances of the Gaming Network mayinclude, but are not limited to, one or more of those described and/orreferenced herein.

It will be appreciated that the Gaming Network of FIG. 1 is but oneexample from a wide range of Gaming Network embodiments which may beimplemented. Other embodiments of the Gaming Network (not shown) mayinclude additional, fewer and/or different components/features thatthose illustrated in the example Gaming Network embodiment of FIG. 1.

Generally, the game event influence/outcome techniques described hereinmay be implemented in hardware and/or hardware+software. For example,they can be implemented in an operating system kernel, in a separateuser process, in a library package bound into network applications, on aspecially constructed machine, or on a network interface card. In aspecific embodiment, various aspects described herein may be implementedin software such as an operating system or in an application running onan operating system.

Hardware and/or software+hardware hybrid embodiments of the game eventinfluence/outcome techniques described herein may be implemented on ageneral-purpose programmable machine selectively activated orreconfigured by a computer program stored in memory. Such programmablemachine may include, for example, mobile or handheld computing systems,PDA, smart phones, notebook computers, tablets, netbooks, desktopcomputing systems, server systems, cloud computing systems, networkdevices, etc.

FIG. 2 is a simplified block diagram of an exemplary gaming machine 200in accordance with a specific embodiment. As illustrated in theembodiment of FIG. 2, gaming machine 200 includes at least one processor210, at least one interface 206, and memory 216.

In one implementation, processor 210 and master game controller 212 areincluded in a logic device 213 enclosed in a logic device housing. Theprocessor 210 may include any conventional processor or logic deviceconfigured to execute software allowing various configuration andreconfiguration tasks such as, for example: a) communicating with aremote source via communication interface 206, such as a server thatstores authentication information or games; b) converting signals readby an interface to a format corresponding to that used by software ormemory in the gaming machine; c) accessing memory to configure orreconfigure game parameters in the memory according to indicia read fromthe device; d) communicating with interfaces, various peripheral devices222 and/or I/O devices; e) operating peripheral devices 222 such as, forexample, card readers, paper ticket readers, etc.; f) operating variousI/O devices such as, for example, displays 235, input devices 230; etc.For instance, the processor 210 may send messages including game playinformation to the displays 235 to inform players of cards dealt,wagering information, and/or other desired information.

The gaming machine 200 also includes memory 216 which may include, forexample, volatile memory (e.g., RAM 209), non-volatile memory 219 (e.g.,disk memory, FLASH memory, EPROMs, etc.), unalterable memory (e.g.,EPROMs 208), etc. The memory may be configured or designed to store, forexample: 1) configuration software 214 such as all the parameters andsettings for a game playable on the gaming machine; 2) associations 218between configuration indicia read from a device with one or moreparameters and settings; 3) communication protocols allowing theprocessor 210 to communicate with peripheral devices 222 and I/O devices211; 4) a secondary memory storage device 215 such as a non-volatilememory device, configured to store gaming software related information(the gaming software related information and memory may be used to storevarious audio files and games not currently being used and invoked in aconfiguration or reconfiguration); 5) communication transport protocols(such as, for example, TCP/IP, USB, Firewire, IEEE1394, Bluetooth, IEEE802.11x (IEEE 802.11 standards), hiperlan/2, HomeRF, etc.) for allowingthe gaming machine to communicate with local and non-local devices usingsuch protocols; etc. In one implementation, the master game controller212 communicates using a serial communication protocol. A few examplesof serial communication protocols that may be used to communicate withthe master game controller include but are not limited to USB, RS-232and Netplex (a proprietary protocol developed by IGT, Reno, Nev.).

A plurality of device drivers 242 may be stored in memory 216. Exampleof different types of device drivers may include device drivers forgaming machine components, device drivers for peripheral components 222,etc. Typically, the device drivers 242 utilize a communication protocolof some type that enables communication with a particular physicaldevice. The device driver abstracts the hardware implementation of adevice. For example, a device drive may be written for each type of cardreader that may be potentially connected to the gaming machine. Examplesof communication protocols used to implement the device drivers includeNetplex, USB, Serial, Ethernet 275, Firewire, I/O debouncer, directmemory map, serial, PCI, parallel, RF, Bluetooth™, near-fieldcommunications (e.g., using near-field magnetics), 802.11 (WiFi), etc.Netplex is a proprietary IGT standard while the others are openstandards. According to a specific embodiment, when one type of aparticular device is exchanged for another type of the particulardevice, a new device driver may be loaded from the memory 216 by theprocessor 210 to allow communication with the device. For instance, onetype of card reader in gaming machine 200 may be replaced with a secondtype of card reader where device drivers for both card readers arestored in the memory 216.

In some embodiments, the software units stored in the memory 216 may beupgraded as needed. For instance, when the memory 216 is a hard drive,new games, game options, various new parameters, new settings forexisting parameters, new settings for new parameters, device drivers,and new communication protocols may be uploaded to the memory from themaster game controller 212 or from some other external device. Asanother example, when the memory 216 includes a CD/DVD drive including aCD/DVD designed or configured to store game options, parameters, andsettings, the software stored in the memory may be upgraded by replacinga first CD/DVD with a second CD/DVD. In yet another example, when thememory 216 uses one or more flash memory 219 or EPROM 208 units designedor configured to store games, game options, parameters, settings, thesoftware stored in the flash and/or EPROM memory units may be upgradedby replacing one or more memory units with new memory units whichinclude the upgraded software. In another embodiment, one or more of thememory devices, such as the hard-drive, may be employed in a gamesoftware download process from a remote software server.

In some embodiments, the gaming machine 200 may also include variousauthentication and/or validation components 244 which may be used forauthenticating/validating specified gaming machine components such as,for example, hardware components, software components, firmwarecomponents, information stored in the gaming machine memory 216, etc.Examples of various authentication and/or validation components aredescribed in U.S. Pat. No. 6,620,047, titled, “ELECTRONIC GAMINGAPPARATUS HAVING AUTHENTICATION DATA SETS,” incorporated herein byreference in its entirety for all purposes.

Peripheral devices 222 may include several device interfaces such as,for example: transponders 254, wire/wireless power distributioncomponents 258, input device(s) 230, sensors 260, audio and/or videodevices 262 (e.g., cameras, speakers, etc.), transponders 254, wirelesscommunication components 256, wireless power components 258, mobiledevice function control components 262, side wagering managementcomponents 264, etc.

Sensors 260 may include, for example, optical sensors, pressure sensors,RF sensors, Infrared sensors, image sensors, thermal sensors, biometricsensors, etc. Such sensors may be used for a variety of functions suchas, for example detecting the presence and/or identity of variouspersons (e.g., players, casino employees, etc.), devices (e.g., mobiledevices), and/or systems within a predetermined proximity to the gamingmachine. In one implementation, at least a portion of the sensors 260and/or input devices 230 may be implemented in the form of touch keysselected from a wide variety of commercially available touch keys usedto provide electrical control signals. Alternatively, some of the touchkeys may be implemented in another form which are touch sensors such asthose provided by a touchscreen display. For example, in at least oneimplementation, the gaming machine player displays and/or mobile devicedisplays may include input functionality for allowing players to providedesired information (e.g., game play instructions and/or other input) tothe gaming machine, game table and/or other gaming system componentsusing the touch keys and/or other player control sensors/buttons.Additionally, such input functionality may also be used for allowingplayers to provide input to other devices in the casino gaming network(such as, for example, player tracking systems, side wagering systems,etc.)

Wireless communication components 256 may include one or morecommunication interfaces having different architectures and utilizing avariety of protocols such as, for example, 802.11 (WiFi), 802.15(including Bluetooth™), 802.16 (WiMax), 802.22, Cellular standards suchas CDMA, CDMA2000, WCDMA, Radio Frequency (e.g., RFID), Infrared, NearField Magnetic communication protocols, etc. The communication links maytransmit electrical, electromagnetic or optical signals which carrydigital data streams or analog signals representing various types ofinformation.

Power distribution components 258 may include, for example, componentsor devices which are operable for providing wired or wireless power toother devices. For example, in one implementation, the powerdistribution components 258 may include a magnetic induction systemwhich is adapted to provide wireless power to one or more mobile devicesnear the gaming machine. In one implementation, a mobile device dockingregion may be provided which includes a power distribution componentthat is able to recharge a mobile device without requiringmetal-to-metal contact.

In at least one embodiment, mobile device function control components262 may be operable to control operating mode selection functionality,features, and/or components associated with one or more mobile devices(e.g., 250). In at least one embodiment, mobile device function controlcomponents 262 may be operable to remotely control and/or configurecomponents of one or more mobile devices 250 based on various parametersand/or upon detection of specific events or conditions such as, forexample: time of day, player activity levels; location of the mobiledevice; identity of mobile device user; user input; system override(e.g., emergency condition detected); proximity to other devicesbelonging to same group or association; proximity to specific objects,regions, zones, etc.

In at least one embodiment, side wagering management components 264 maybe operable to manage side wagering activities associated with one ormore side wager participants. Side wagering management components 264may also be operable to manage or control side wagering functionalityassociated with one or more mobile devices 250. In accordance with atleast one embodiment, side wagers may be associated with specific eventsin a wager-based game that is uncertain at the time the side wager ismade. The events may also be associated with particular players, gamingdevices (e.g., EGMs), game themes, bonuses, denominations, and/orpaytables. In embodiments where the wager-based game is being played bymultiple players, in one embodiment the side wagers may be made byparticipants who are not players of the game, and who are thus at leastone level removed from the actual play of the game.

In instances where side wagers are made on events that depend at leastin part on the skill of a particular player, it may be beneficial toprovide observers (e.g., side wager participants) with information whichis useful for determining whether a particular side wager should beplaced, and/or for helping to determine the amount of such side wager.In at least one embodiment, side wagering management components 264 maybe operable to manage and/or facilitate data access to player ratings,historical game play data, historical payout data, etc. For example, inone embodiment, a player rating for a player of the wager-based game maybe computed based on historical data associated with past play of thewager-based game by that player in accordance with a pre-determinedalgorithms. The player rating for a particular player may be displayedto other players and/or observers, possibly at the option (orpermission) of the player. By using player ratings in the considerationof making side wagers, decisions by observers to make side wagers oncertain events need not be made completely at random. Player ratings mayalso be employed by the players themselves to aid them in determiningpotential opponents, for example.

Multi-Player Game Event Influence/Outcome Component(s) 294 may beconfigured or designed to facilitate and/or enable user controllablegranularity in multi-player gaming environments for enabling a user(e.g., Target Player) to selectively allow/prevent game eventinfluence/outcome by other players and/or groups of playersparticipating in a multi-player game. According to differentembodiments, the Multi-Player Game Event Influence/Outcome Component(s)may be configured or designed to include event influence/outcomefunctionality for facilitating user controllable granularity inmulti-player gaming environments for enabling individual players of thatgame to granularly and selectively control the degree and/or type ofinfluence other players of the game may have on game event outcomesrelating to the game being played by that individual player.

In other embodiments (not shown) other peripheral devices include:player tracking devices, card readers, bill validator/paper ticketreaders, etc. Such devices may each comprise resources for handling andprocessing configuration indicia such as a microcontroller that convertsvoltage levels for one or more scanning devices to signals provided toprocessor 210. In one embodiment, application software for interfacingwith peripheral devices 222 may store instructions (such as, forexample, how to read indicia from a portable device) in a memory devicesuch as, for example, non-volatile memory, hard drive or a flash memory.

In at least one implementation, the gaming machine may include cardreaders such as used with credit cards, or other identification codereading devices to allow or require player identification in connectionwith play of the card game and associated recording of game action. Sucha user identification interface can be implemented in the form of avariety of magnetic card readers commercially available for reading auser-specific identification information. The user-specific informationcan be provided on specially constructed magnetic cards issued by acasino, or magnetically coded credit cards or debit cards frequentlyused with national credit organizations such as VISA™, MASTERCARD™,banks and/or other institutions.

The gaming machine may include other types of participant identificationmechanisms which may use a fingerprint image, eye blood vessel imagereader, or other suitable biological information to confirm identity ofthe user. Still further it is possible to provide such participantidentification information by having the dealer manually code in theinformation in response to the player indicating his or her code name orreal name. Such additional identification could also be used to confirmcredit use of a smart card, transponder, and/or player's mobile device.

It will be apparent to those skilled in the art that other memory types,including various computer readable media, may be used for storing andexecuting program instructions pertaining to the operation EGMsdescribed herein. Because such information and program instructions maybe employed to implement the systems/methods described herein, exampleembodiments may relate to machine-readable media that include programinstructions, state information, etc. for performing various operationsdescribed herein. Examples of machine-readable media include, but arenot limited to, magnetic media such as hard disks, floppy disks, andmagnetic tape; optical media such as CD-ROM disks; magneto-optical mediasuch as floptical disks; and hardware devices that are speciallyconfigured to store and perform program instructions, such as read-onlymemory devices (ROM) and random access memory (RAM). Example embodimentsmay also be embodied in a carrier wave traveling over an appropriatemedium such as airwaves, optical lines, electric lines, etc. Examples ofprogram instructions include both machine code, such as produced by acompiler, and files including higher level code that may be executed bythe computer using an interpreter.

FIG. 3 shows a diagrammatic representation of machine in the exemplaryform of a client (or end user) computer system 300 within which a set ofinstructions, for causing the machine to perform any one or more of themethodologies discussed herein, may be executed. In alternativeembodiments, the machine operates as a standalone device or may beconnected (e.g., networked) to other machines. In a networkeddeployment, the machine may operate in the capacity of a server or aclient machine in server-client network environment, or as a peermachine in a peer-to-peer (or distributed) network environment. Themachine may be a personal computer (PC), a tablet PC, a set-top box(STB), a Personal Digital Assistant (PDA), a cellular telephone, a webappliance, a network router, switch or bridge, or any machine capable ofexecuting a set of instructions (sequential or otherwise) that specifyactions to be taken by that machine. Further, while only a singlemachine is illustrated, the term “machine” shall also be taken toinclude any collection of machines that individually or jointly executea set (or multiple sets) of instructions to perform any one or more ofthe methodologies discussed herein.

The exemplary computer system 300 includes a processor 302 (e.g., acentral processing unit (CPU), a graphics processing unit (GPU) orboth), a main memory 304 and a static memory 306, which communicate witheach other via a bus 308. The computer system 300 may further include avideo display unit 310 (e.g., a liquid crystal display (LCD) or acathode ray tube (CRT)). The computer system 300 also includes analphanumeric input device 312 (e.g., a keyboard), a user interface (UI)navigation device 314 (e.g., a mouse), a disk drive unit 316, a signalgeneration device 318 (e.g., a speaker) and a network interface device320.

The disk drive unit 316 includes a machine-readable medium 322 on whichis stored one or more sets of instructions and data structures (e.g.,software 324) embodying or utilized by any one or more of themethodologies or functions described herein. The software 324 may alsoreside, completely or at least partially, within the main memory 304and/or within the processor 302 during execution thereof by the computersystem 300, the main memory 304 and the processor 302 also constitutingmachine-readable media.

The software 324 may further be transmitted or received over a network326 via the network interface device 320 utilizing any one of a numberof well-known transfer protocols (e. g., HTTP).

While the machine-readable medium 322 is shown in an exemplaryembodiment to be a single medium, the term “machine-readable medium”should be taken to include a single medium or multiple media (e.g., acentralized or distributed database, and/or associated caches andservers) that store the one or more sets of instructions. The term“machine-readable medium” shall also be taken to include any medium thatis capable of storing, encoding or carrying a set of instructions forexecution by the machine and that cause the machine to perform any oneor more of the methodologies of the present invention, or that iscapable of storing, encoding or carrying data structures utilized by orassociated with such a set of instructions. The term “machine-readablemedium” shall accordingly be taken to include, but not be limited to,solid-state memories, optical and magnetic media, and carrier wavesignals. Although an embodiment of the present invention has beendescribed with reference to specific exemplary embodiments, it will beevident that various modifications and changes may be made to theseembodiments without departing from the broader spirit and scope of theinvention. Accordingly, the specification and drawings are to beregarded in an illustrative rather than a restrictive sense.

According to various embodiments, Client Computer System 300 may includea variety of components, modules and/or systems for providing varioustypes of functionality. For example, in at least one embodiment, ClientComputer System 300 may include a web browser application which isoperable to process, execute, and/or support the use of scripts (e.g.,JavaScript, AJAX, etc.), Plug-ins, executable code, virtual machines,vector-based web animation (e.g., Adobe Flash), etc.

In at least one embodiment, the web browser application may beconfigured or designed to instantiate components and/or objects at theClient Computer System in response to processing scripts, instructions,and/or other information received from a remote server such as a webserver. Examples of such components and/or objects may include, but arenot limited to, one or more of the following (or combinations thereof):

-   -   UI Components such as those illustrated, described, and/or        referenced herein.    -   Database Components such as those illustrated, described, and/or        referenced herein.    -   Processing Components such as those illustrated, described,        and/or referenced herein.    -   Other Components which, for example, may include components for        facilitating and/or enabling the Client Computer System to        perform and/or initiate various types of operations, activities,        functions such as those described herein.

In at least one embodiment, Client Computer System 300 may be configuredor designed to include Multi-Player Game Event Influence/Outcomefunctionality for facilitating and/or enabling user controllablegranularity in multi-player gaming environments for enabling a user(e.g., Target Player) to selectively allow/prevent game eventinfluence/outcome by other players and/or groups of playersparticipating in a multi-player game. According to differentembodiments, the Multi-Player Game Event Influence/Outcome functionalitymay be configured or designed to facilitate and/or enable usercontrollable granularity in multi-player gaming environments forenabling individual players of that game to granularly and selectivelycontrol the degree and/or type of influence other players of the gamemay have on game event outcomes relating to the game being played bythat individual player.

FIG. 4 is a simplified block diagram of an exemplary Mobile Device 400in accordance with a specific embodiment. In at least one embodiment,the Mobile Device may be configured or designed to include hardwarecomponents and/or hardware+software components for enabling orimplementing at least a portion of the various game eventinfluence/outcome techniques described and/or referenced herein.

According to specific embodiments, various aspects, features, and/orfunctionalities of the Mobile Device may be performed, implementedand/or initiated by one or more of the following types of systems,components, systems, devices, procedures, processes, etc. (orcombinations thereof): Processor(s) 410; Device Drivers 442; Memory 416;Interface(s) 406; Power Source(s)/Distribution 443; Geolocation module446; Display(s) 435; I/O Devices 430; Audio/Video devices(s) 439;Peripheral Devices 431; Motion Detection module 440; UserIdentification/Authentication module 447; Client App Component(s) 460;Other Component(s) 468; UI Component(s) 462; Database Component(s) 464;Processing Component(s) 466; Software/Hardware Authentication/Validation444; Wireless communication module(s) 445; Information Filteringmodule(s) 449; Operating mode selection component 448; Speech Processingmodule 454; Scanner/Camera 452; OCR Processing Engine 456; Multi-PlayerGame Event Influence/Outcome Component(s) 492; etc.

As illustrated in the example of FIG. 4, Mobile Device 400 may include avariety of components, modules and/or systems for providing varioustypes of functionality. For example, as illustrated in FIG. 4, MobileDevice 400 may include Mobile Device Application components (e.g., 460),which, for example, may include, but are not limited to, one or more ofthe following (or combinations thereof):

-   -   UI Components 462 such as those illustrated, described, and/or        referenced herein.    -   Database Components 464 such as those illustrated, described,        and/or referenced herein.    -   Processing Components 466 such as those illustrated, described,        and/or referenced herein.    -   Other Components 468 which, for example, may include components        for facilitating and/or enabling the Mobile Device to perform        and/or initiate various types of operations, activities,        functions such as those described herein.

In at least one embodiment, the Mobile Device Application component(s)may be operable to perform and/or implement various types of functions,operations, actions, and/or other features such as, for example, one ormore of those described and/or referenced herein.

According to specific embodiments, multiple instances or threads of theMobile Device Application component(s) may be concurrently implementedand/or initiated via the use of one or more processors and/or othercombinations of hardware and/or hardware and software. For example, inat least some embodiments, various aspects, features, and/orfunctionalities of the Mobile Device Application component(s) may beperformed, implemented and/or initiated by one or more of the varioussystems, components, systems, devices, procedures, processes, etc.,described and/or referenced herein.

According to different embodiments, one or more different threads orinstances of the Mobile Device Application component(s) may be initiatedin response to detection of one or more conditions or events satisfyingone or more different types of minimum threshold criteria for triggeringinitiation of at least one instance of the Mobile Device Applicationcomponent(s). Various examples of conditions or events which may triggerinitiation and/or implementation of one or more different threads orinstances of the Mobile Device Application component(s) may include, butare not limited to, one or more of those described and/or referencedherein.

In at least one embodiment, a given instance of the Mobile DeviceApplication component(s) may access and/or utilize information from oneor more associated databases. In at least one embodiment, at least aportion of the database information may be accessed via communicationwith one or more local and/or remote memory devices. Examples ofdifferent types of data which may be accessed by the Mobile DeviceApplication component(s) may include, but are not limited to, one ormore of those described and/or referenced herein.

According to different embodiments, Mobile Device 400 may furtherinclude, but is not limited to, one or more of the following types ofcomponents, modules and/or systems (or combinations thereof):

-   -   At least one processor 410. In at least one embodiment, the        processor(s) 410 may include one or more commonly known CPUs        which are deployed in many of today's consumer electronic        devices, such as, for example, CPUs or processors from the        Motorola or Intel family of microprocessors, etc. In an        alternative embodiment, at least one processor may be specially        designed hardware for controlling the operations of the client        system. In a specific embodiment, a memory (such as non-volatile        RAM and/or ROM) also forms part of CPU. When acting under the        control of appropriate software or firmware, the CPU may be        responsible for implementing specific functions associated with        the functions of a desired network device. The CPU preferably        accomplishes all these functions under the control of software        including an operating system, and any appropriate applications        software.    -   Memory 416, which, for example, may include volatile memory        (e.g., RAM), non-volatile memory (e.g., disk memory, FLASH        memory, EPROMs, etc.), unalterable memory, and/or other types of        memory. In at least one implementation, the memory 416 may        include functionality similar to at least a portion of        functionality implemented by one or more commonly known memory        devices such as those described herein and/or generally known to        one having ordinary skill in the art. According to different        embodiments, one or more memories or memory modules (e.g.,        memory blocks) may be configured or designed to store data,        program instructions for the functional operations of the client        system and/or other information relating to the functionality of        the various game event influence/outcome techniques described        herein. The program instructions may control the operation of an        operating system and/or one or more applications, for example.        The memory or memories may also be configured to store data        structures, metadata, timecode synchronization information,        audio/visual media content, asset file information, keyword        taxonomy information, advertisement information, and/or        information/data relating to other features/functions described        herein. Because such information and program instructions may be        employed to implement at least a portion of the game event        influence/outcome techniques described herein, various aspects        described herein may be implemented using machine readable media        that include program instructions, state information, etc.        Examples of machine-readable media include, but are not limited        to, magnetic media such as hard disks, floppy disks, and        magnetic tape; optical media such as CD-ROM disks;        magneto-optical media such as floptical disks; and hardware        devices that are specially configured to store and perform        program instructions, such as read-only memory devices (ROM) and        random access memory (RAM). Examples of program instructions        include both machine code, such as produced by a compiler, and        files containing higher level code that may be executed by the        computer using an interpreter.    -   Interface(s) 406 which, for example, may include wired        interfaces and/or wireless interfaces. In at least one        implementation, the interface(s) 406 may include functionality        similar to at least a portion of functionality implemented by        one or more computer system interfaces such as those described        herein and/or generally known to one having ordinary skill in        the art. For example, in at least one implementation, the        wireless communication interface(s) may be configured or        designed to communicate with selected electronic game tables,        computer systems, remote servers, other wireless devices (e.g.,        PDAs, cell phones, player tracking transponders, etc.), etc.        Such wireless communication may be implemented using one or more        wireless interfaces/protocols such as, for example, 802.11        (WiFi), 802.15 (including Bluetooth™), 802.16 (WiMax), 802.22,        Cellular standards such as CDMA, CDMA2000, WCDMA, Radio        Frequency (e.g., RFID), Infrared, Near Field Magnetics, etc.    -   Device driver(s) 442. In at least one implementation, the device        driver(s) 442 may include functionality similar to at least a        portion of functionality implemented by one or more computer        system driver devices such as those described herein and/or        generally known to one having ordinary skill in the art.    -   At least one power source (and/or power distribution source)        443. In at least one implementation, the power source may        include at least one mobile power source (e.g., battery) for        allowing the client system to operate in a wireless and/or        mobile environment. For example, in one implementation, the        power source 443 may be implemented using a rechargeable,        thin-film type battery. Further, in embodiments where it is        desirable for the device to be flexible, the power source 443        may be designed to be flexible.    -   Geolocation module 446 which, for example, may be configured or        designed to acquire geolocation information from remote sources        and use the acquired geolocation information to determine        information relating to a relative and/or absolute position of        the client system.    -   Motion detection component 440 for detecting motion or movement        of the client system and/or for detecting motion, movement,        gestures and/or other input data from user. In at least one        embodiment, the motion detection component 440 may include one        or more motion detection sensors such as, for example, MEMS        (Micro Electro Mechanical System) accelerometers, that can        detect the acceleration and/or other movements of the client        system as it is moved by a user.    -   User Identification/Authentication module 447. In one        implementation, the User Identification module may be adapted to        determine and/or authenticate the identity of the current user        or owner of the client system. For example, in one embodiment,        the current Functionality for enabling a user to be required to        perform a log in process at the client system in order to access        one or more features. Alternatively, the client system may be        adapted to automatically determine the identity of the current        user based upon one or more external signals such as, for        example, an RFID tag or badge worn by the current user which        provides a wireless signal to the client system for determining        the identity of the current user. In at least one        implementation, various security features may be incorporated        into the client system to prevent unauthorized users from        accessing confidential or sensitive information.    -   One or more display(s) 435. According to various embodiments,        such display(s) may be implemented using, for example, LCD        display technology, OLED display technology, and/or other types        of conventional display technology. In at least one        implementation, display(s) 435 may be adapted to be flexible or        bendable. Additionally, in at least one embodiment the        information displayed on display(s) 435 may utilize e-ink        technology (such as that available from E Ink Corporation,        Cambridge, Mass., www.eink.com), or other suitable technology        for reducing the power consumption of information displayed on        the display(s) 435.    -   One or more user I/O Device(s) 430 such as, for example, keys,        buttons, scroll wheels, cursors, touchscreen sensors, audio        command interfaces, magnetic strip reader, optical scanner, etc.    -   Audio/Video device(s) 439 such as, for example, components for        displaying audio/visual media which, for example, may include        cameras, speakers, microphones, media presentation components,        wireless transmitter/receiver devices for enabling wireless        audio and/or visual communication between the client system 400        and remote devices (e.g., radios, telephones, computer systems,        etc.). For example, in one implementation, the audio system may        include componentry for enabling the client system to function        as a cell phone or two-way radio device.    -   Other types of peripheral devices 431 which may be useful to the        users of various client systems, such as, for example: PDA        functionality; memory card reader(s); fingerprint reader(s);        image projection device(s); social networking peripheral        component(s); etc.    -   Information filtering module(s) 449 which, for example, may be        adapted to automatically and dynamically generate, using one or        more filter parameters, filtered information to be displayed on        one or more displays of the mobile device. In one        implementation, such filter parameters may be customizable by        the player or user of the device. In some embodiments,        information filtering module(s) 449 may also be adapted to        display, in real-time, filtered information to the user based        upon a variety of criteria such as, for example, geolocation        information, casino data information, player tracking        information, etc.    -   Wireless communication module(s) 445. In one implementation, the        wireless communication module 445 may be configured or designed        to communicate with external devices using one or more wireless        interfaces/protocols such as, for example, 802.11 (WiFi), 802.15        (including Bluetooth™), 802.16 (WiMax), 802.22, Cellular        standards such as CDMA, CDMA2000, WCDMA, Radio Frequency (e.g.,        RFID), Infrared, Near Field Magnetics, etc.    -   Software/Hardware Authentication/validation components 444        which, for example, may be used for authenticating and/or        validating local hardware and/or software components,        hardware/software components residing at a remote device, game        play information, wager information, user information and/or        identity, etc. Examples of various authentication and/or        validation components are described in U.S. Pat. No. 6,620,047,        titled, “ELECTRONIC GAMING APPARATUS HAVING AUTHENTICATION DATA        SETS,” incorporated herein by reference in its entirety for all        purposes.    -   Operating mode selection component 448 which, for example, may        be operable to automatically select an appropriate mode of        operation based on various parameters and/or upon detection of        specific events or conditions such as, for example: the mobile        device's current location; identity of current user; user input;        system override (e.g., emergency condition detected); proximity        to other devices belonging to same group or association;        proximity to specific objects, regions, zones, etc.        Additionally, the mobile device may be operable to automatically        update or switch its current operating mode to the selected mode        of operation. The mobile device may also be adapted to        automatically modify accessibility of user-accessible features        and/or information in response to the updating of its current        mode of operation.    -   Scanner/Camera Component(s) (e.g., 452) which may be configured        or designed for use in scanning identifiers and/or other content        from other devices and/or objects such as for example: mobile        device displays, computer displays, static displays (e.g.,        printed on tangible mediums), etc.    -   OCR Processing Engine (e.g., 456) which, for example, may be        operable to perform image processing and optical character        recognition of images such as those captured by a mobile device        camera, for example.    -   Speech Processing module (e.g., 454) which, for example, may be        operable to perform speech recognition, and may be operable to        perform speech-to-text conversion.    -   Multi-Player Game Event Influence/Outcome Component(s) 494 which        may be configured or designed to facilitate and/or enable user        controllable granularity in multi-player gaming environments for        enabling a user (e.g., Target Player) to selectively        allow/prevent game event influence/outcome by other players        and/or groups of players participating in a multi-player game.        According to different embodiments, the Multi-Player Game Event        Influence/Outcome Component(s) may be configured or designed to        include event influence/outcome functionality for facilitating        user controllable granularity in multi-player gaming        environments for enabling individual players of that game to        granularly and selectively control the degree and/or type of        influence other players of the game may have on game event        outcomes relating to the game being played by that individual        player.    -   Etc.

According to a specific embodiment, the Mobile Device may be adapted toimplement at least a portion of the features associated with the mobilegame service system described in U.S. patent application Ser. No.10/115,164, which is now U.S. Pat. No. 6,800,029, issued Oct. 5, 2004,(previously incorporated by reference in its entirety). For example. inone embodiment, the Mobile Device may be comprised of a hand-held gameservice user interface device (GSUID) and a number of input and outputdevices. The GSUID is generally comprised of a display screen which maydisplay a number of game service interfaces. These game serviceinterfaces are generated on the display screen by a microprocessor ofsome type within the GSUID. Examples of a hand-held GSUID which mayaccommodate the game service interfaces are manufactured by SymbolTechnologies, Incorporated of Holtsville, N.Y.

The game service interfaces may be used to provide a variety of gameservice transactions and gaming operations services. The game serviceinterfaces, including a login interface, an input/output interface, atransaction reconciliation interface, a ticket validation interface, aprize services interfaces, a food services interface, an accommodationservices interfaces, a gaming operations interfaces, amulti-game/multi-denomination meter data transfer interface, etc. Eachinterface may be accessed via a main menu with a number of sub-menusthat allow a game service representative to access the different displayscreens relating to the particular interface. Using the differentdisplay screens within a particular interface, the game servicerepresentative may perform various operations needed to provide aparticular game service. For example, the login interface may allow thegame service representative to enter a user identification of some typeand verify the user identification with a password. When the displayscreen is a touch screen, the user may enter the user/operatoridentification information on a display screen comprising the logininterface using the input stylus and/or using the input buttons. Using amenu on the display screen of the login interface, the user may selectother display screens relating to the login and registration process.For example, another display screen obtained via a menu on a displayscreen in the login interface may allow the GSUID to scan a finger printof the game service representative for identification purposes or scanthe finger print of a game player.

The user identification information and user validation information mayallow the game service representative to access all or some subset ofthe available game service interfaces available on the GSUID. Forexample, certain users, after logging into the GSUID (e.g. entering auser identification and a valid user identification information), may beable to access a variety of different interfaces, such as, for example,one or more of: input/output interface, communication interface, foodservices interface, accommodation services interface, prize serviceinterface, gaming operation services interface, transactionreconciliation interface, voice communication interface, gaming deviceperformance or metering data transfer interface, etc.; and perform avariety of services enabled by such interfaces. While other users may beonly be able to access the award ticket validation interface and performEZ pay ticket validations. The GSUID may also output game servicetransaction information to a number of different devices (e.g., cardreader, printer, storage devices, gaming machines and remote transactionservers, etc.).

In addition to the features described above, various embodiments ofmobile devices described herein may also include additionalfunctionality for displaying, in real-time, filtered information to theuser based upon a variety of criteria such as, for example, geolocationinformation, casino data information, player tracking information, etc.

FIG. 5 illustrates an example embodiment of a Server System 580 whichmay be used for implementing various aspects/features described herein.In at least one embodiment, the Server System 580 includes at least onenetwork device 560, and at least one storage device 570 (such as, forexample, a direct attached storage device). In one embodiment, ServerSystem 580 may be suitable for implementing at least some of the gameevent influence/outcome techniques described herein.

In according to one embodiment, network device 560 may include a mastercentral processing unit (CPU) 562, interfaces 568, and a bus 567 (e.g.,a PCI bus). When acting under the control of appropriate software orfirmware, the CPU 562 may be responsible for implementing specificfunctions associated with the functions of a desired network device. Forexample, when configured as a server, the CPU 562 may be responsible foranalyzing packets; encapsulating packets; forwarding packets toappropriate network devices; instantiating various types of virtualmachines, virtual interfaces, virtual storage volumes, virtualappliances; etc. The CPU 562 preferably accomplishes at least a portionof these functions under the control of software including an operatingsystem (e.g. Linux), and any appropriate system software (such as, forexample, AppLogic™ software).

CPU 562 may include one or more processors 563 such as, for example, oneor more processors from the AMD, Motorola, Intel and/or MIPS families ofmicroprocessors. In an alternative embodiment, processor 563 may bespecially designed hardware for controlling the operations of ServerSystem 580. In a specific embodiment, a memory 561 (such as non-volatileRAM and/or ROM) also forms part of CPU 562. However, there may be manydifferent ways in which memory could be coupled to the system. Memoryblock 561 may be used for a variety of purposes such as, for example,caching and/or storing data, programming instructions, etc.

The interfaces 568 may be typically provided as interface cards(sometimes referred to as “line cards”). Alternatively, one or more ofthe interfaces 568 may be provided as on-board interface controllersbuilt into the system motherboard. Generally, they control the sendingand receiving of data packets over the network and sometimes supportother peripherals used with the Server System 580. Among the interfacesthat may be provided may be FC interfaces, Ethernet interfaces, framerelay interfaces, cable interfaces, DSL interfaces, token ringinterfaces, Infiniband interfaces, and the like. In addition, variousvery high-speed interfaces may be provided, such as fast Ethernetinterfaces, Gigabit Ethernet interfaces, ATM interfaces, HSSIinterfaces, POS interfaces, FDDI interfaces, ASI interfaces, DHEIinterfaces and the like. Other interfaces may include one or morewireless interfaces such as, for example, 802.11 (WiFi) interfaces,802.15 interfaces (including Bluetooth™), 802.16 (WiMax) interfaces,802.22 interfaces, Cellular standards such as CDMA interfaces, CDMA2000interfaces, WCDMA interfaces, TDMA interfaces, Cellular 3G interfaces,etc.

Generally, one or more interfaces may include ports appropriate forcommunication with the appropriate media. In some cases, they may alsoinclude an independent processor and, in some instances, volatile RAM.The independent processors may control such communications intensivetasks as packet switching, media control and management. By providingseparate processors for the communications intensive tasks, theseinterfaces allow the master microprocessor 562 to efficiently performrouting computations, network diagnostics, security functions, etc.

In at least one embodiment, some interfaces may be configured ordesigned to allow the Server System 580 to communicate with othernetwork devices associated with various local area network (LANs) and/orwide area networks (WANs). Other interfaces may be configured ordesigned to allow network device 560 to communicate with one or moredirect attached storage device(s) 570.

Although the system shown in FIG. 5 illustrates one specific networkdevice described herein, it is by no means the only network devicearchitecture on which one or more embodiments can be implemented. Forexample, an architecture having a single processor that handlescommunications as well as routing computations, etc. may be used.Further, other types of interfaces and media could also be used with thenetwork device.

Regardless of network device's configuration, it may employ one or morememories or memory modules (such as, for example, memory block 565,which, for example, may include random access memory (RAM)) configuredto store data, program instructions for the general-purpose networkoperations and/or other information relating to the functionality of thevarious game event influence/outcome techniques described herein. Theprogram instructions may control the operation of an operating systemand/or one or more applications, for example. The memory or memories mayalso be configured to store data structures, and/or other specificnon-program information described herein.

Because such information and program instructions may be employed toimplement the systems/methods described herein, one or more embodimentsrelates to machine readable media that include program instructions,state information, etc. for performing various operations describedherein. Examples of machine-readable storage media include, but are notlimited to, magnetic media such as hard disks, floppy disks, andmagnetic tape; optical media such as CD-ROM disks; magneto-optical mediasuch as floptical disks; and hardware devices that may be speciallyconfigured to store and perform program instructions, such as read-onlymemory devices (ROM) and random access memory (RAM). Some embodimentsmay also be embodied in transmission media such as, for example, acarrier wave travelling over an appropriate medium such as airwaves,optical lines, electric lines, etc. Examples of program instructionsinclude both machine code, such as produced by a compiler, and filescontaining higher level code that may be executed by the computer usingan interpreter.

FIG. 6 illustrates an example of a functional block diagram of a ServerSystem 600 in accordance with a specific embodiment. In at least oneembodiment, the Server System 600 may be operable to perform and/orimplement various types of functions, operations, actions, and/or otherfeatures such, for example, one or more of those illustrated, described,and/or referenced herein.

In at least one embodiment, the Server System may include a plurality ofcomponents operable to perform and/or implement various types offunctions, operations, actions, and/or other features such as, forexample, one or more of the following (or combinations thereof):

-   -   Context Interpreter (e.g., 602) which, for example, may be        operable to automatically and/or dynamically analyze contextual        criteria relating to one or more detected event(s) and/or        condition(s), and automatically determine or identify one or        more contextually appropriate response(s) based on the        contextual interpretation of the detected event(s)/condition(s).        According to different embodiments, examples of contextual        criteria which may be analyzed may include, but are not limited        to, one or more of the following (or combinations thereof):        location-based criteria (e.g., geolocation of client device,        geolocation of agent device, etc.); time-based criteria;        identity of Client user; identity of Agent user; user profile        information; transaction history information; recent user        activities; proximate business-related criteria (e.g., criteria        which may be used to determine whether the client device is        currently located at or near a recognized business establishment        such as a bank, gas station, restaurant, supermarket, etc.);        etc.    -   Time Synchronization Engine (e.g., 604) which, for example, may        be operable to manages universal time synchronization (e.g., via        NTP and/or GPS)    -   Search Engine (e.g., 628) which, for example, may be operable to        search for transactions, logs, items, accounts, options in the        TIS databases    -   Configuration Engine (e.g., 632) which, for example, may be        operable to determine and handle configuration of various        customized configuration parameters for one or more devices,        component(s), system(s), process(es), etc.    -   Time Interpreter (e.g., 618) which, for example, may be operable        to automatically and/or dynamically modify or change identifier        activation and expiration time(s) based on various criteria such        as, for example, time, location, transaction status, etc.    -   Authentication/Validation Component(s) (e.g., 647) (password,        software/hardware info, SSL certificates) which, for example,        may be operable to perform various types of        authentication/validation tasks such as, for example, one or        more of the following (or combinations thereof):        verifying/authenticating devices, verifying passwords,        passcodes, SSL certificates, biometric identification        information, and/or other types of security-related information;        verify/validate activation and/or expiration times; etc. In one        implementation, the Authentication/Validation Component(s) may        be adapted to determine and/or authenticate the identity of the        current user or owner of the mobile client system. For example,        in one embodiment, the current user may be required to perform a        log in process at the mobile client system in order to access        one or more features. In some embodiments, the mobile client        system may include biometric security components which may be        operable to validate and/or authenticate the identity of a user        by reading or scanning The user's biometric information (e.g.,        fingerprints, face, voice, eye/iris, etc.). In at least one        implementation, various security features may be incorporated        into the mobile client system to prevent unauthorized users from        accessing confidential or sensitive information.    -   Transaction Processing Engine (e.g., 622) which, for example,        may be operable to handle various types of transaction        processing tasks such as, for example, one or more of the        following (or combinations thereof): identifying/determining        transaction type; determining which payment gateway(s) to use;        associating databases information to identifiers; etc.    -   OCR Processing Engine (e.g., 634) which, for example, may be        operable to perform image processing and optical character        recognition of images such as those captured by a mobile device        camera, for example.    -   Database Manager (e.g., 626) which, for example, may be operable        to handle various types of tasks relating to database updating,        database management, database access, etc. In at least one        embodiment, the Database Manager may be operable to manage TISS        databases, Gaming Device Application databases, etc.    -   Log Component(s) (e.g., 610) which, for example, may be operable        to generate and manage transactions history logs, system errors,        connections from APIs, etc.    -   Status Tracking Component(s) (e.g., 612) which, for example, may        be operable to automatically and/or dynamically determine,        assign, and/or report updated transaction status information        based, for example, on the state of the transaction. In at least        one embodiment, the status of a given transaction may be        reported as one or more of the following (or combinations        thereof): Completed, Incomplete, Pending, Invalid, Error,        Declined, Accepted, etc.    -   Gateway Component(s) (e.g., 614) which, for example, may be        operable to facilitate and manage communications and        transactions with external Payment Gateways.    -   Web Interface Component(s) (e.g., 608) which, for example, may        be operable to facilitate and manage communications and        transactions with TIS web portal(s).    -   API Interface(s) to Server System(s) (e.g., 646) which, for        example, may be operable to facilitate and manage communications        and transactions with API Interface(s) to Server System(s)    -   API Interface(s) to 3rd Party Server System(s) (e.g., 648)        which, for example, may be operable to facilitate and manage        communications and transactions with API Interface(s) to 3rd        Party Server System(s)    -   OCR Processing Engine (e.g., 634) which, for example, may be        operable to perform image processing and optical character        recognition of images such as those captured by a mobile device        camera, for example.    -   At least one processor 610. In at least one embodiment, the        processor(s) 610 may include one or more commonly known CPUs        which are deployed in many of today's consumer electronic        devices, such as, for example, CPUs or processors from the        Motorola or Intel family of microprocessors, etc. In an        alternative embodiment, at least one processor may be specially        designed hardware for controlling the operations of the mobile        client system. In a specific embodiment, a memory (such as        non-volatile RAM and/or ROM) also forms part of CPU. When acting        under the control of appropriate software or firmware, the CPU        may be responsible for implementing specific functions        associated with the functions of a desired network device. The        CPU preferably accomplishes all these functions under the        control of software including an operating system, and any        appropriate applications software.    -   Memory 616, which, for example, may include volatile memory        (e.g., RAM), non-volatile memory (e.g., disk memory, FLASH        memory, EPROMs, etc.), unalterable memory, and/or other types of        memory. In at least one implementation, the memory 616 may        include functionality similar to at least a portion of        functionality implemented by one or more commonly known memory        devices such as those described herein and/or generally known to        one having ordinary skill in the art. According to different        embodiments, one or more memories or memory modules (e.g.,        memory blocks) may be configured or designed to store data,        program instructions for the functional operations of the mobile        client system and/or other information relating to the        functionality of the various Mobile Transaction techniques        described herein. The program instructions may control the        operation of an operating system and/or one or more        applications, for example. The memory or memories may also be        configured to store data structures, metadata, identifier        information/images, and/or information/data relating to other        features/functions described herein. Because such information        and program instructions may be employed to implement at least a        portion of the Gaming Network techniques described herein,        various aspects described herein may be implemented using        machine readable media that include program instructions, state        information, etc. Examples of machine-readable media include,        but are not limited to, magnetic media such as hard disks,        floppy disks, and magnetic tape; optical media such as CD-ROM        disks; magneto-optical media such as floptical disks; and        hardware devices that are specially configured to store and        perform program instructions, such as read-only memory devices        (ROM) and random access memory (RAM). Examples of program        instructions include both machine code, such as produced by a        compiler, and files containing higher level code that may be        executed by the computer using an interpreter.    -   Interface(s) 606 which, for example, may include wired        interfaces and/or wireless interfaces. In at least one        implementation, the interface(s) 606 may include functionality        similar to at least a portion of functionality implemented by        one or more computer system interfaces such as those described        herein and/or generally known to one having ordinary skill in        the art.    -   Device driver(s) 642. In at least one implementation, the device        driver(s) 642 may include functionality similar to at least a        portion of functionality implemented by one or more computer        system driver devices such as those described herein and/or        generally known to one having ordinary skill in the art.    -   One or more display(s) 635. According to various embodiments,        such display(s) may be implemented using, for example, LCD        display technology, OLED display technology, and/or other types        of conventional display technology. In at least one        implementation, display(s) 635 may be adapted to be flexible or        bendable. Additionally, in at least one embodiment the        information displayed on display(s) 635 may utilize e-ink        technology (such as that available from E Ink Corporation,        Cambridge, Mass., www.eink.com), or other suitable technology        for reducing the power consumption of information displayed on        the display(s) 635.    -   Email Server Component(s) 636, which, for example, may be        configured or designed to provide various functions and        operations relating to email activities and communications.    -   Web Server Component(s) 637, which, for example, may be        configured or designed to provide various functions and        operations relating to web server activities and communications.    -   Messaging Server Component(s) 638, which, for example, may be        configured or designed to provide various functions and        operations relating to text messaging and/or other social        network messaging activities and/or communications.    -   Multi-Player Game Event Influence/Outcome Component(s) 694 which        may be configured or designed to facilitate and/or enable user        controllable granularity in multi-player gaming environments for        enabling a user (e.g., Target Player) to selectively        allow/prevent game event influence/outcome by other players        and/or groups of players participating in a multi-player game.        According to different embodiments, the Multi-Player Game Event        Influence/Outcome Component(s) may be configured or designed to        include event influence/outcome functionality for facilitating        user controllable granularity in multi-player gaming        environments for enabling individual players of that game to        granularly and selectively control the degree and/or type of        influence other players of the game may have on game event        outcomes relating to the game being played by that individual        player.

Although several example embodiments of one or more aspects and/orfeatures have been described in detail herein with reference to theaccompanying drawings, it is to be understood that aspects and/orfeatures are not limited to these precise embodiments, and that variouschanges and modifications may be effected therein by one skilled in theart without departing from the scope of spirit of the invention(s) asdefined, for example, in the appended claims.

It is claimed:
 1. A gaming system in a gaming network, comprising: agaming controller; a memory storing a plurality of instructions; a firstdisplay; at least one interface for communicating with at least oneother device in the gaming network; wherein when the gaming controllerexecutes the plurality of instructions stored in the memory, the gamingcontroller operates with the first display and the at least oneinterface to: control a first gaming session; enable a first player toparticipate in the first gaming session; enable the first player toselectively customize a level or degree of influence that a first groupof selected other players has over outcomes of a first set ofgame-related events and activities relating to the first gaming session;enable the first player to selectively identify the first group ofselected other players; enable the first player to selectively identifythe first set of game-related events and activities; wherein the firstgroup of selected other players is selected from a set of groupsconsisting of: a group comprising friends of the first player; a groupcomprising friends of friends of the first player (FOF); a groupcomprising friends of FOF; a group comprising strangers; a groupcomprising at least one other player identified by the first player; anda group comprising at least one other player which match specificselection criteria; and wherein the first set of game-related events andactivities is selected from a set of groups consisting of: events oractivities relating to the awarding of and/or loss of game points;events or activities relating to the awarding of and/or loss ofgame-related life/health points; events or activities relating to theawarding of and/or loss of game-related bonuses; events or activitiesrelating to the awarding of and/or loss of real and/or virtual currency;events or activities relating to the awarding of, loss of, and/orpossession of game-related virtual objects; events or activitiesrelating to the awarding of and/or loss of game-related rank and/orstatus; events or activities relating to the awarding of, loss of,and/or possession of game-related virtual real estate; events oractivities relating to the reconfiguration, improvement and/oralteration of game-related characters, object, assets or real-estate;and events or activities relating to the awarding of, loss of,possession of, and/or access to game-related character attributes;events or activities relating to the awarding of, loss of, possessionof, and/or access to specialized game-related powers or abilities. 2.The gaming system of claim 1 being further operable to: enable the firstplayer to selectively customize a level or degree of influence that asecond group of selected other players has over outcomes of a second setof game-related events and activities relating to the first gamingsession; wherein the first group of selected other players is differentfrom the second group of selected other players; and wherein the firstset of game-related events and activities is different from the secondset of game-related events and activities.
 3. The gaming system of claim1 being further operable to: enable the first player to selectivelycustomize a level or degree of influence that a first group of selectedother players has over outcomes of a first set of game-related eventsand activities relating to the first gaming session by designating thatthe first group of selected other players is permitted to influence theoutcomes of the first set of game-related events and activities relatingto the first gaming session.
 4. The gaming system of claim 1 beingfurther operable to: enable the first player to selectively customize alevel or degree of influence that a first group of selected otherplayers has over outcomes of a first set of game-related events andactivities relating to the first gaming session by designating that thefirst group of selected other players is permitted to only influence theoutcomes of the first set of game-related events and activities relatingto the first gaming session.
 5. The gaming system of claim 1 beingfurther operable to: enable the first player to selectively customize alevel or degree of influence that a first group of selected otherplayers has over outcomes of a first set of game-related events andactivities relating to the first gaming session by designating that thefirst group of selected other players is not permitted to influence theoutcomes of the first set of game-related events and activities relatingto the first gaming session.
 6. The gaming system of claim 1 beingfurther operable to: enable the first player to selectively customize alevel or degree of influence that a first group of selected otherplayers has over outcomes of a first set of game-related events andactivities relating to the first gaming session by designating that thefirst group of selected other players is only permitted to positivelyinfluence the outcomes of the first set of game-related events andactivities relating to the first gaming session in a manner which isbeneficial to and/or advantageous to the first player.
 7. The gamingsystem of claim 1 being further operable to: enable the first player toselectively customize a level or degree of influence that a first groupof selected other players has over outcomes of a first set ofgame-related events and activities relating to the first gaming sessionby designating that the first group of selected other players is onlypermitted to negatively influence the outcomes of the first set ofgame-related events and activities relating to the first gaming sessionin a manner which is harmful to and/or detrimental to the first player.8. The gaming system of claim 1 being further operable to: enable thefirst player to selectively customize a level or degree of influencethat a first group of selected other players has over outcomes of afirst set of game-related events and activities relating to the firstgaming session by designating that the first group of selected otherplayers is prohibited from negatively influencing the outcomes of thefirst set of game-related events and activities relating to the firstgaming session in a manner which is harmful to and/or detrimental to thefirst player.
 9. The gaming system of claim 1 wherein the first gamingsession relates to a network-based multi-player game.
 10. The gamingsystem of claim 1 wherein the first gaming session relates to amulti-player wager-based game.
 11. A computer implemented method foroperating a gaming device in a gaming network, the method comprising:causing a gaming controller to execute a plurality of instructions,which are stored in a memory device, to control a first gaming session;enabling a first player to participate in the first gaming session;enabling the first player to selectively customize a level or degree ofinfluence that a first group of selected other players has over outcomesof a first set of game-related events and activities relating to thefirst gaming session; enabling the first player to selectively identifythe first group of selected other players; enabling the first player toselectively identify the first set of game-related events andactivities; wherein the first group of selected other players isselected from a set of groups consisting of: a group comprising friendsof the first player; a group comprising friends of friends of the firstplayer (FOF); a group comprising friends of FOF; a group comprisingstrangers; a group comprising at least one other player identified bythe first player; and a group comprising at least one other player whichmatch specific selection criteria; and wherein the first set ofgame-related events and activities is selected from a set of groupsconsisting of: events or activities relating to the awarding of and/orloss of game points; events or activities relating to the awarding ofand/or loss of game-related life/health points; events or activitiesrelating to the awarding of and/or loss of game-related bonuses; eventsor activities relating to the awarding of and/or loss of real and/orvirtual currency; events or activities relating to the awarding of, lossof, and/or possession of game-related virtual objects; events oractivities relating to the awarding of and/or loss of game-related rankand/or status; events or activities relating to the awarding of, lossof, and/or possession of game-related virtual real estate; events oractivities relating to the reconfiguration, improvement and/oralteration of game-related characters, object, assets or real-estate;and events or activities relating to the awarding of, loss of,possession of, and/or access to game-related character attributes;events or activities relating to the awarding of, loss of, possessionof, and/or access to specialized game-related powers or abilities. 12.The method of claim 11 further comprising: enabling the first player toselectively customize a level or degree of influence that a second groupof selected other players has over outcomes of a second set ofgame-related events and activities relating to the first gaming session;wherein the first group of selected other players is different from thesecond group of selected other players; and wherein the first set ofgame-related events and activities is different from the second set ofgame-related events and activities.
 13. The method of claim 11 furthercomprising: enabling the first player to selectively customize a levelor degree of influence that a first group of selected other players hasover outcomes of a first set of game-related events and activitiesrelating to the first gaming session by designating that the first groupof selected other players is permitted to influence the outcomes of thefirst set of game-related events and activities relating to the firstgaming session.
 14. The method of claim 11 further comprising: enablingthe first player to selectively customize a level or degree of influencethat a first group of selected other players has over outcomes of afirst set of game-related events and activities relating to the firstgaming session by designating that the first group of selected otherplayers is permitted to only influence the outcomes of the first set ofgame-related events and activities relating to the first gaming session.15. The method of claim 11 further comprising: enabling the first playerto selectively customize a level or degree of influence that a firstgroup of selected other players has over outcomes of a first set ofgame-related events and activities relating to the first gaming sessionby designating that the first group of selected other players is notpermitted to influence the outcomes of the first set of game-relatedevents and activities relating to the first gaming session.
 16. Themethod of claim 11 further comprising: enabling the first player toselectively customize a level or degree of influence that a first groupof selected other players has over outcomes of a first set ofgame-related events and activities relating to the first gaming sessionby designating that the first group of selected other players is onlypermitted to positively influence the outcomes of the first set ofgame-related events and activities relating to the first gaming sessionin a manner which is beneficial to and/or advantageous to the firstplayer.
 17. The method of claim 11 further comprising: enabling thefirst player to selectively customize a level or degree of influencethat a first group of selected other players has over outcomes of afirst set of game-related events and activities relating to the firstgaming session by designating that the first group of selected otherplayers is only permitted to negatively influence the outcomes of thefirst set of game-related events and activities relating to the firstgaming session in a manner which is harmful to and/or detrimental to thefirst player.
 18. The method of claim 11 further comprising: enablingthe first player to selectively customize a level or degree of influencethat a first group of selected other players has over outcomes of afirst set of game-related events and activities relating to the firstgaming session by designating that the first group of selected otherplayers is prohibited from negatively influencing the outcomes of thefirst set of game-related events and activities relating to the firstgaming session in a manner which is harmful to and/or detrimental to thefirst player.
 19. A computer implemented system for operating a gamingdevice in a gaming network, the system comprising: means for causing agaming controller to execute a plurality of instructions, which arestored in a memory device, to control a first gaming session; means forenabling a first player to participate in the first gaming session;means for enabling the first player to selectively customize a level ordegree of influence that a first group of selected other players hasover outcomes of a first set of game-related events and activitiesrelating to the first gaming session; means for enabling the firstplayer to selectively identify the first group of selected otherplayers; means for enabling the first player to selectively identify thefirst set of game-related events and activities; wherein the first groupof selected other players is selected from a set of groups consistingof: a group comprising friends of the first player; a group comprisingfriends of friends of the first player (FOF); a group comprising friendsof FOF; a group comprising strangers; a group comprising at least oneother player identified by the first player; and a group comprising atleast one other player which match specific selection criteria; andwherein the first set of game-related events and activities is selectedfrom a set of groups consisting of: events or activities relating to theawarding of and/or loss of game points; events or activities relating tothe awarding of and/or loss of game-related life/health points; eventsor activities relating to the awarding of and/or loss of game-relatedbonuses; events or activities relating to the awarding of and/or loss ofreal and/or virtual currency; events or activities relating to theawarding of, loss of, and/or possession of game-related virtual objects;events or activities relating to the awarding of and/or loss ofgame-related rank and/or status; events or activities relating to theawarding of, loss of, and/or possession of game-related virtual realestate; events or activities relating to the reconfiguration,improvement and/or alteration of game-related characters, object, assetsor real-estate; and events or activities relating to the awarding of,loss of, possession of, and/or access to game-related characterattributes; events or activities relating to the awarding of, loss of,possession of, and/or access to specialized game-related powers orabilities.